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GDC Extras Archive

The GDC (Game Developers Conference), previously the Computer Game Developers Conference, is a series of events held worldwide to bring together developers, marketers, management, artists, and others involved in the creation of electronic entertainment. Besides the main events, GDC also maintains an archive of presentations and recordings at The GDC Vault.



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Online games need robust, easy to use network APIs. No one should still be struggling with how to get their data from one place to another. JAM is World of Warcraft's inter-server serialization and routing layer. This talk describes how JAM came to be, and how it is used today. Real world sample code from WoW and other Blizzard projects are used to illustrate key concepts, such as machine generated code for serialization, and dynamic protocol negotiation. Comparisons to similar open-source...
Topic: GDC
GDC Extras Archive
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Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected...
Topic: GDC
Telltale's The Walking Dead should be, by most historical measures, a failure as an apocalyptic zombie video game. It has no dedicated combat button, the main character has no exceptional skills or abilities, and it explores issues of race and gender under a mechanical and thematic milieu of "choice." By focusing completely on characters and "designing with empathy," we were able to create a story-driven game experience that has become both a commercial and critical success....
Topic: GDC
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Discover the artistic journey that Ninja Theory embarked on in re-imagining and rebooting Devil May Cry and its iconic protagonist Dante. See the beginnings of the process, from concept and inspiration, through to the 3D realization of the game's bright and bold art style. Visual Art Director, Alessandro "Talexi" Taini, discusses how fashion, music, architecture and art influenced Ninja Theory's decision's when they explored how to bring Dante and Devil May Cry into the here and now....
Topic: GDC
Arkane Studios is a game development house built on a set of principles related to consistent, coherent game systems and world fiction, with the aim of creating spaces that enable the player to improvise and experiment, devising their own solutions to gameplay obstacles. As co-creative directors for Arkane Studios, Raphael Colantonio and Harvey Smith have dedicated themselves to the pursuit of games built on these design principles. Dishonored was Arkane's opportunity to demonstrate that video...
Topic: GDC
GDC Extras Archive
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March 20-24, 2001
Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical...
Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
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Today's MMOs often have hundreds of types of agents in their game world - each with potentially dozens of actions they can take. Hand crafting the AI for every agent can be a time-consuming process fraught with brittle, unpredictable results. Often, the only way to achieve the breadth of characters is to sacrifice the depth of behaviors that they can take. This session will show a new architecture that combines a modular, utility-based AI system and a powerful influence map engine. With it,...
Topic: GDC
GDC Extras Archive
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March 22-26, 2004 San Jose, CA
GDC Extras Archive
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Vertex animation uses the power of mathematical functions to manipulate vertices on 3D models at the shader level. Using math to drive vertex positions opens up new possibilities for how models can be animated, which will be explored in detail during this session. The mathematics behind some of the unique vertex animations found on assets in Bungie's Destiny will be fully dissected and analyzed. Techniques covered will include strategies for converting mathematical expressions into animations...
Topic: GDC
GDC Extras Archive
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What goes into making a cult hit? Taro Yoko, director of games like Nier and the Drakengard series, talks about the process he uses to create worlds and stories that get noticed and foster dedicated fans. Recounting his experiences on those games and others, Yoko-san will explain his personal development methods, such as backwards scriptwriting (where the ending defines the entire setting), and what he calls "photo thinking" -- thinking photographically to maintain a cohesive setting.
Topic: GDC
This lecture focuses on the interactive simulation of water surfaces such as puddles, lakes, rivers or oceans. While simple particle systems are well suited for blood or splashing effects, the simulation of larger bodies of water requires more sophisticated techniques. Full 3d fluid simulations are too computationally expensive to be used in games today. However, simulating the water surface alone as a 2d heighfield reduces that cost significantly and can still capture most visual effects of 3d...
Topic: GDC
Huge, open world games like Skyrim and Fallout 3 demand a great deal of development talent, and can be daunting to plan and create - especially when subject to the constant and often unpredictable flux of a game in development. This level design oriented talk will share insights into the iterative approach used at Bethesda Game Studios to help their level design team plan, implement, test and polish massive amounts of content. The talk will also discuss how this approach allows the team to...
Topic: GDC
GDC Extras Archive
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This session is about using the QuickHull algorithm for convex hull creation. Dirk will show how to implement the QuickHull algorithm in 3D and how it is used for collision authoring at Valve. The talk will introduce the algorithm in 2D first and then extend to 3D. It will also cover numerical issues which will be handled mostly by using face merging, and show why face merging is important for stable contacts in rigid body simulation.
Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
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There is always an element of risk in trying to determine what is "fun" for a player. Although some try to apply a single theory of game design to reduce that risk overall, the presenter sees each game as an individual opportunity to define game playability. The presenter elaborates on design risks and returns from his own experiences designing the Kirby and Smash Brothers games for Nintendo. Speaker: Masahiro Sakurai
Topics: GDC, game design, Kirby, Space Invaders, Super Mario Brothers, Masahiro Sakurai, 2004
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This presentation introduces Motion Matching, an innovative new approach for creating high quality, fluid and complex character movement. The team adopted a declarative animation philosophy, where instead of placing small animations in a big structure, they place small structured markup on top of long animations. This manual markup is necessary for logical information that can't be inferred automatically, like attack types and defense stances. For navigation, they don't have to manually...
Topic: GDC
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F.E.A.R.s AI was designed to provide a combat experience as exhilarating as multiplayer against a team of skilled humans. Enemies work in squads, laying suppression fire as allies advance. When confronted with a threat, soldiers shout orders to each other, and if necessary dive crashing through a window to safety. Soldiers advance in formation, split up into organized search parties, and flush out the Player with grenades. The typical game AI techniques of the past could not meet the demands of...
Topic: GDC
GDC Extras Archive
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Conference: May 4-8, 1998
Over the past 10 years, Guy has owned the audio engine for every game he's worked on, providing him with a wealth of experiences that he's eager to share. This talk will present six invaluable lessons that he's learned about audio programming. Beginning with the very basics of how a speaker works and how audio is represented in the machine, the talk will quickly move on to descriptions of some advanced audio mixing features, as well as tips for working with sound designers. You will learn the...
Topic: GDC
The Puzzle Design Diagram was invented by Ron Gilbert at Lucasfilm Games to complete the design of Maniac Mansion. Since then, it has been refined, expanded, and remains a very useful, but heretofore, mysterious tool for those who craft interactive stories. It facilitates several counterintuitive techniques, including dependency-only diagramming and designing from the end to the beginning. This talk describes the PDD and how to use it, with examples both from classic graphic adventures and...
Topic: GDC
This session will describe how Infinity Ward leveraged hardware tessellation in Call of Duty: Ghosts to improve image quality and artist efficiency on PCs and next generation consoles, while maintaining the games trademark high-frame rate. Catmull-Clark subdivision surfaces are an artist friendly, efficient representation for next-generation models. Recent research, including feature adaptive subdivision surfaces by Matthias Niessner and Charles Loop, has made it possible to efficiently render...
Topic: GDC
GDC Extras Archive
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This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces.
Topics: Brian Hook, Quake 3
Mark Ferrari will discuss and demonstrate some of his techniques for drawing 8 bit game graphics, including his celebrated methods for use of color cycling and pallet shifting to create complex and realistic background animation effects without frame-animation. He will also discuss his current work for Ron Gilbert's retro adventure Game, Thimbleweed Park, and demonstrate techniques for using Photoshop to create what he calls '8 bitish' graphics for retro games today.
Topic: GDC
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March 4-8 2003 San Jose, CA
This talk will be about writing a physics debugger. Sergiy will show how to implement an advanced visual debugger and serializer for physics and game development using Clang to parse data structures and generate serializers, and using Windows ReadProcessMemory API to complement Visual Studio watch windows with advanced visualization of the simulated world state.
Topic: GDC
GDC Extras Archive
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Tasklets, as a form of cooperative multitasking, are used in EVE Online to drastically simplify program flow in scripts that need to run over multiple frames. Multithreaded programming works well for many things, but sometimes, especially in scripting, cooperative multitasking still has its place. This presentation describes how tasklets are used in EVE, both in the client as well as on the server, showing examples of what tasklets are used for, with Python code samples. The program flow using...
Topic: GDC
This is an in-depth exploration of the philosophy, evolution, and development of one of the industry's most innovative user interfaces. Dino Ignacio, the lead user interface designer of the Dead Space franchise, will break down the early attempts and concepts that led to Dead Space's interface becoming diegetic and immersive. It will discuss how and why we got to the shipped versions.
Topic: GDC
Driver overhead has been a frustrating reality for game developers since the beginning of the PC game industry. On desktop systems, driver overhead can decrease frame rate, while on mobile devices driver overhead is more insidious"robbing both battery life and frame rate. In this unprecedented sponsored session, Graham Sellers (AMD), Tim Foley (Intel), Cass Everitt (NVIDIA) and John McDonald (NVIDIA) will present high-level concepts available in today's OpenGL implementations that...
Topic: GDC
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With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry...
Topic: GDC
Development teams all over the world are now often comprised of many different nations, as talent is moving around the globe quickly to work on the most interesting projects. These multi-cultural teams often suffer from a clash of cultures caused by the different social paradigms and communication styles. Smoldering conflicts caused by cultural misunderstandings can often evolve into a project-threatening crisis. This talk is about Ubisoft Blue Byte growing from a purely German development...
Topic: EU
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This talk covers practical approaches to applying various design methods. In particular what can you, as a designer, do when you don't seem to be getting traction with your current approach. Speaker: Will Wright
Topics: gdc, Will Wright, game design, 2004
Monument Valley lead designer Ken Wong talks about how the impossible art of M.C. Escher and being embedded in a UX studio led ustwo games to create a chart-topping game in which every screen was a piece of art. He discusses how rethinking games as user experiences inspired the team to trade challenging puzzles for an aesthetic journey, and why keeping that journey short but sublime won the game new audiences.
Topic: EU
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Topic: GDC
Iterative constraint solvers work great, but there are cases where we could use better convergence. This presentation explores various Mixed Linear Complementarity Problem (MLCP) solvers and the Featherstone articulated body algorithm and how to mix them.
Topic: GDC
 
Topic: GDC
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Stealth gameplay poses unique challenges to the level builder, and a poorly-designed level will frustrate players as surely as a well-designed level will please them. The challenges are exacerbated when stealth is an auxiliary element rather than the core gameplay. We've all wanted to quit in disgust when we got to the one badly integrated stealth level in an otherwise well-designed game, right? Whether your game is all about stealth or just includes some stealth gameplay, this presentation...
Topic: GDC
GDC Extras Archive
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Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert...
Topic: GDC
For a relatively small team of environment artists to create the huge open world of Sunset Overdrive, we needed new ways to streamline the production of art assets while still pushing the visual quality to the next level. The Ultimate Trim became our name for a texturing technique, utilizing a certain trim layout and normal map structure that solved a lot of the problems we knew we were facing with production speed, memory usage and performance. During the early phases of development we spent...
Topic: GDC
WARNING: Content of this presentation features nudity and graphic computerized sexual scenes. Please do not come if you are offended by such images or are under the age of 18. Before Hot Coffee, before Playboy: The Mansion, even before the 1980's Leisure Suit Larry series, there was sex in video games... and lots of it. From flirting in MUDs to hardcore sexual simulators to the emerging field of teledildonics, sex in games is nearly as old as the medium itself. Sex isn't limited to the games...
Topic: GDC
This talk is a behind-the-scenes look at the art creation process for the game Never Alone. It will show how a small art team focused on understanding the core essentials of a world culture and developed strong visual style to reflect their values, art and mythology while supporting game-play. Dima Veryovka will talk about the process of creating characters and environments in Never Alone and how they have been inspired by traditional Alaska Native art painting, drawing, sculpture, clothing,...
Topic: GDC
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Rendering Kyrat, the beautiful world of Far Cry 4, inspired the development of many new graphical features to use the power of the new generation of hardware. First, the foundations were laid down by lighting and material improvements. An anisotropic BRDF was created, high-resolution directional sky occlusion was added, and the global illumination system was extended. Next, the vegetation system was rewritten from scratch, resulting in individual leaves being modelled up close to tessellated,...
Topic: GDC
Audio teams are often frustrated by a lack of support and understanding from their dev teams. This talk hopes to present ways to turn that frustration into cooperation by presenting a series of easy (and fun) ways audio team memebers can engage with their larger development teams early to provide audio direction to the project and enjoy a cascading benefit of knowledge through education. Using anecdotes and examples of various useful engagement practices for audio teams, this talk aims to show...
Topic: GDC
This talk will explore the motivations behind and the results of partaking in the long term "Game a Week" challenge, which was formalized by Rami Ismail and executed by Adriel Wallick for the previous 38 weeks (the project is still ongoing). This project was originally conceived as a way to gain experience while simultaneously battling a creativity block, and resulted in learning a multitude of lessons, both on the technical side of making games as well as in the emotional impact of...
Topic: EU
Modern rendering systems do not run well on higher resolution displays like 4K monitors. The next generation of consoles will support 4K monitors, therefore one can expect a large amount of target devices that run on 4K resolutions very soon. In this lecture, they will present a new rendering system: the filtered and culled visibility buffer that will perform much better than the traditional systems with higher resolutions, and at least as good as traditional rendering systems with the most...
Topic: EU
 
Topic: GDC
The naked Nazi zombie is a poor misunderstood soul. Wherever he goes, he is being constantly harassed or even outright banned by the humorless officials. He just wants to entertain and be the perfect target for gamers but all the age rating authorities are somewhat skeptical about his true motives. Every country has to criticize him, and every time it's another thing on him being criticized. Even the Nazi zombie's home country Germany has a very special relationship to our little naked, undead...
Topic: EU
Early milestone-build release models are becoming ever more popular and community engagement during game development itself is, potentially, a very valuable developer resource. Current models for closed alpha or beta testing are not very productive, and are often plagued with many passive participants. This talk focuses on a new, innovative, community-based testing/QA method named POMMS (Project-Oriented Modular Motivational System), which uses elements of gamification to maximize the...
Topic: EU
A story about a 3AM phone call, a girl called Epher and a heartbeat. Ste Curran talks about moments in games: how we remember them, why we remember them and why they're the one thing you need to care about. This talk is about games, life and death. It is not a traditional lecture.
Topic: GDC NEXT
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This tutorial will provide a broad survey of the methods, tools and process for generating Normal Map Data. Attendees will learn: The modeling techniques for creating high resolution models using such tools as Zbrush and Mudbox; How Maya, Max and XSI generate and utilize normal map data; Additional toolsets for generating normal maps without the need for high resolution models; Techniques for modeling organic, inorganic and even landscape geometry for the use of normal map generation;...
Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
Among game genres, the visual novel has by far the strongest sense of narrative.But what is a visual novel, and how does it differ from other linear games and types of media such as movies, cartoons, comics, and books? In Japan, where domestic growth of visual novels has been strong, these games are often packed with eccentric and exciting new ideas. The methods that have been cultivated by numerous visual novel creators over the years could very well be applied to other video game genres to...
Topic: GDC
In this session, we'll provide information about new features in Autodesk Gameware products. The Gameware suite consists of industry leading solutions for User Interface design (Scaleform), nav mesh generation and path finding (Navigation), inverse kinematics (HIK) and global illumination (Beast). We'll discuss exciting new improvements in the tool set as well as the runtime.
Topic: GDC
This session will be a deep dive into several real-world code snippets. With each sample, an analysis will be presented with a focus on data design, performance and compiler, and linker transformation details. Several iterations of each code snippet and analysis will be demonstrated, each leading further down the rabbit hole. The presentation will be limited to x64 CPUs.
Topic: GDC
This talk will focus on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4. It will present the details of several new techniques that were developed in the quest for next generation image quality, and the talk will use key locations from the game as examples. The talk will discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. The talk will describe...
Topic: GDC
Non-player characters, or NPCs, are an essential part of any video game world. Allies, enemies, and civilians all contribute to make the spaces feel dynamic and realistic. But, more often than not, their lives are meaningless and unguided, their deaths shrugged off as collateral damage, and their very existence erased as soon as the player is out of sight. Rather than treat these characters as background decoration, what if they could be leveraged to increase immersion and deepen player...
Topic: GDC
GDCTAPE 124 - 1998 Computer Game Developers - Designing for Online Spectating by Quam - 72.wav
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Sometimes called "MegaTexture", sparse virtual texture memory is a method using pixel shaders to access gigantic virtual textures that are only sparsely stored in physical texture memory, with no visual artifacts. This lecture shows how to implement sparse virtual texture memory, allowing fully-unique textures across very large spaces, extremely high-detail textures without separate repeating detail layers, or higher-quality textures on hardware with less texture memory. Texture data...
Topic: GDC
A step through the experience of creating a stop motion film "The Boxtrolls" up at Laika studio in Portland, Oregon. An overview of storytelling, puppet making, costume designing, and shooting a miniaturized movie on the big screen.
Topic: GDC
Non-linear storytelling is paramount for CD PROJEKT RED games and dialogues are one of the main means of its delivery. The dialogue system is one of the most advanced systems in Wild Hunt's game engine and this talk will cover all of its features, as well as provide deep insight into how these features work. Additionally, the session will demonstrate the pipeline, tools and editor. The talk will also touch upon animation problems we encountered during production, as well as provide applicable...
Topic: GDC
You are a highly skilled programmer or technical expert, maybe you're even a guru? Even so, when the opportunity presents itself to move out of your comfort zone to tackle a new leadership role, it can be daunting. You need new skills and new expertise to make the transition successfully. The speaker, Sushama Chakraverty, has worked on many programming teams throughout her career and she's worked with different managers and leads before taking on the challenge to become a lead herself. Sushama...
Topic: EU
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From the introduction of the original The Legend of Zelda in 1986 to the graphic design of 2002's cel-shaded The Legend Of Zelda: The Wind Waker, The Legend of Zelda series has undergone many significant changes over the years. Some modifications were accelerated by technological improvements and others stemmed from the desire to adjust theme or graphic representation. Eiji adresses the challenges faced by Nintendo's development team while creating The Legend of Zelda: Ocarina of Time, The...
Topics: The Legend of Zelda, Zelda, Eiji Aonuma, GDC, 2004
This session will provide a high-density look into the AI of three upcoming or recently released games. Unlike traditional industry postmortems, the session's presenters will dive immediately into the challenges faced, and how they addressed these challenges. We will show how Warframe dealt with the challenges of creating tactical and behavioral AI in procedurally generated levels of a multi-player co-op game. We will also show how Firaxis approached the movement and ability usage for the...
Topic: GDC
Some people "go indie" without a plan for exactly how they'll make a living. Others will tell you they can never afford to take the risk. What really goes into being an indie developer? Is there a checklist that tells you what to do? When is an indie job just the same job in a new package? What do you give up and what do you gain? What are the perils that can turn that dream of building your own game into a long-term nightmare? How do you know that you're ready to go for your dreams?...
Topic: GDC
 
Topic: GDC
As programmable shading has grown increasingly sophisticated, an industry-wide problem is happening: shader authors are losing touch with the underlying hardware. This lecture argues that low-level thinking is still a relevant practice, and shows examples of why this is the case. The connection between high-level shading constructs and the resulting hardware instructions that are generated will be discussed, as well as what the compiler is able to optimize and what the shader author must...
Topic: GDC
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Over the past ten years the complexity of many games has increased, and with that so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even to some extent artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core...
Topic: GDC
Creative Labs and Epic Games explain the concepts and ideas behind UnrealEngine3's redesigned audio system. From the most abstract audio designer layer to the implementation of the actual platform dependent layer. The focus is on designing and audio system that can extract the best from a variety of different platforms using a single flexible audio API.
Topic: GDC
This talk will present a new method that Bungie developed for HALO 3 to allow designers to script large encounters with lots of characters and moving parts.
Topic: GDC
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Game worlds expand in size and complexity, thus requiring developers to fill hundreds of square kilometers with content - some of the most tedious and time consuming tasks being terrain and vegetation editing. This talk will describe CD Projekt Red's approach to highly automatize the process. By moving away from the conventional terrain material layers and linear material blends, visual quality can be improved while greatly reducing the amount of work. Vegetation coverage can be procedurally...
Topic: GDC
Managing draw calls and polygon counts are challenges for games regardless if targeting the latest generation of consoles or hand held devices. This session contains a case study of how CD Project Red have integrated Simplygon in its art pipeline for The Witcher 3 and how it automatically optimizes their content, and thereby saving you thousands of artist hours by automatically generating lod chains. We will also cover all key Simplygon features from an API point of view to allow you to...
Topic: GDC
This session will take a close look at the games we create and examine them with a different perspective than normal: how do video games hold up when we examine their contents for potential racism, misogyny and homophobia? This session will look at a number of recent games from this perspective, and talk about the positives and negatives that are found within our games. The talk will examine narrative representation, narrative depiction and the game dynamics to see how race, gender and...
Topic: GDC
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Creating compelling characters is a challenging process. Creating compelling characters that address the needs of different game genres is even more challenging. This live demo will explore the conceptual stage of character creation, and explain what to consider when designing for different genres like fighting games, MMOS and shooters. Arn plans to share some of his knowledge and he will design a character of your choice! Will it be a pirate swordsman for a fighting game? Or perhaps an alien...
Topic: GDC
The next evolution of multiplayer game design and community building is to give players the tools to build their own online communities and moderate them. To show the impact of this philosophy, Riot Games will use social network analysis to map out how player behavior spreads in League of Legends and what we can learn from player interactions to make the Internet a better place. We'll discuss how Riot leverages machine learning to "learn" at massive scale what players believe is OK or...
Topic: GDC